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Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="I'm A Banana" data-source="post: 4150479" data-attributes="member: 2067"><p>Simplicity has always been gospel for this game, moreso than I think standard D&D could get away with. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>The idea of "all defenses are one defense" is more about compatibility, though. If your rulebook says "Intelligence vs. Fortitude" you're going to want to know how that hits an FFZ character, who doesn't have anything called "Fortitude." </p><p></p><p>Without bringing in other games, it makes a ridiculous amount of sense -- if you're whacked by a sword, use one defense. If you're doomed by a spell, use another. Most things in the world will be one or the other (even if the spell makes a weapon or if the weapon casts a spell). </p><p></p><p></p><p></p><p>Though initiative changes round to round, you won't have to reroll it. But good ideas, I'll be considering them...streamlining the init system while still retaining some idea of delay, casting time, and weapon speed, is going to be a neat balancing act. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>It's slightly easier to keep track of than action points, and has a bigger effect. It's more like you're charging up your big daily attack, and less like you're fiddling with bonii. And by about the time you have it charged, there will probably be a boss around to unleash it on (bosses are kind of like the monsters' own limit breaks. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />)</p><p></p><p>The conditions are under the players' control, each person will know when they start to build their limit break, and because they are so powerful (something like 8 times the power of a normal attack), people will want to light them off as much as possible, right? </p><p></p><p>Limit Modes are just different ways to charge it up other than the default (which is, basically, when you're bloodied, you start to charge up your limit).</p><p></p><p>It's partially a pacing consideration, too, coming from a very narrative place. Each day has it's own action arc: it begins, there's rising action that builds to a climax and then ends (basically). As the action rises, you will be approaching your big daily ability, and then, right at the climax, you get to use it.</p><p></p><p></p><p></p><p>Yeah, that's pretty much what the draft document in front of me says. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> HP and MP as a per-encounter resource. 4e goes in a similar direction, the use of healing surges just makes sure you DO have a finite pool of hp in a day (even if it's full at every encounter). I'm not worried about that in default FFZ, though they're easy enough to add in when you're mixing and matching games.</p><p></p><p></p><p></p><p>I'm thinking it'll be the most poachable edition yet for Final Fantasy style adventure. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4150479, member: 2067"] Simplicity has always been gospel for this game, moreso than I think standard D&D could get away with. ;) The idea of "all defenses are one defense" is more about compatibility, though. If your rulebook says "Intelligence vs. Fortitude" you're going to want to know how that hits an FFZ character, who doesn't have anything called "Fortitude." Without bringing in other games, it makes a ridiculous amount of sense -- if you're whacked by a sword, use one defense. If you're doomed by a spell, use another. Most things in the world will be one or the other (even if the spell makes a weapon or if the weapon casts a spell). Though initiative changes round to round, you won't have to reroll it. But good ideas, I'll be considering them...streamlining the init system while still retaining some idea of delay, casting time, and weapon speed, is going to be a neat balancing act. :) It's slightly easier to keep track of than action points, and has a bigger effect. It's more like you're charging up your big daily attack, and less like you're fiddling with bonii. And by about the time you have it charged, there will probably be a boss around to unleash it on (bosses are kind of like the monsters' own limit breaks. :)) The conditions are under the players' control, each person will know when they start to build their limit break, and because they are so powerful (something like 8 times the power of a normal attack), people will want to light them off as much as possible, right? Limit Modes are just different ways to charge it up other than the default (which is, basically, when you're bloodied, you start to charge up your limit). It's partially a pacing consideration, too, coming from a very narrative place. Each day has it's own action arc: it begins, there's rising action that builds to a climax and then ends (basically). As the action rises, you will be approaching your big daily ability, and then, right at the climax, you get to use it. Yeah, that's pretty much what the draft document in front of me says. :) HP and MP as a per-encounter resource. 4e goes in a similar direction, the use of healing surges just makes sure you DO have a finite pool of hp in a day (even if it's full at every encounter). I'm not worried about that in default FFZ, though they're easy enough to add in when you're mixing and matching games. I'm thinking it'll be the most poachable edition yet for Final Fantasy style adventure. :) [/QUOTE]
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